Donnerstag, 10. Juli 2014

In return for illustrating my brain sloth, I wrote up one of +Matthew Adams' wonderful creature designs and gave it some DCC stats, too.

Artwork by Matthew Adams

You might not believe it, but the mire man was once an elf. He still is, in a sense. A failed experiment of the elfin slime lords, a twisted hybrid of an elf and a slime. He has been an outcast for decades, dumped into the swampland surrounding the elfin slime lords' citadel, haunting the swamps and scaring away the few who dare to venture there. The mire man hates everything that has bones. His territory is marked by a countless number of strange sculptures made from the broken bones of creatures that crossed his path, from frogs to unwary travelers. He tolerates nothing but invertebrates. Worms and leeches are his only friends.

The mire man is immune to poison, charm, sleep, paralysis, stun, and polymorph. He ignores extra damage and effects from critical hits that normally damage limbs or bones. Piercing or slashing weapons only do half damage because his slime body just closes the cuts again. His limbs are extremely flexible and bendy, and can be stretched to a length of 10' each, although he usually keeps them from three to five foot long.

As a free action every three rounds, the mire man can try to call upon d20-8 leeches that automatically bite on to his foes that are standing in the mire. These start to drain blood at a rate of 1hp per round and leech. Characters can get rid of leeches by using an action to remove as many leeches from themselves as the result of an Agility check.

Montag, 7. Juli 2014

Brain sloths cling to cave or dungeon ceilings, drop down on hapless adventurers, pierce their skulls and attach to their brains with tentacle-thingies. Then they guide the bodies into their breeding chamber where they are filled with eggs by the enormous brain sloth queen.

The brain sloth eggs can be removed with a cleric's lay on hands; they are a 3 dice condition.

Alternatively any character can make a DC 10 medical skill check (remember that only characters with appropriate occupations may use a d20, all untrained characters use a d10). A success means the eggs are removed and the patient takes 1d4 damage (only 1 damage on a natural 20). A failure means the eggs are removed, but the patient suffers 1d10 damage (only 1d6 damage if eggs are in a limb). A fumble results in 1d10 damage (1d6 in limb) and all but one egg removed.

After 12 hours inside of a body, the eggs will attach growing tentacles to the nervous system of their host and cause paralyzation. The gestation period is 2d4+8 days, after which the baby brain sloths burst out of the host's body.